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Some simple feedback

3 replies [Last post]
Tue, 02/14/2012 - 19:24
Toastnaut's picture
Toastnaut

Ok, so far the new mission system et al. is awesome. Seriously, jumping on the test servers is like playing a full game when we've been playing a beta on the normal servers all along.

The new systems and interface seem to mostly address the high learning curve of the game that seems to scare off many new players. If you're good at the game, it's very little effort to blow through the first few missions, get some decent gear, and hop into tier 2. It's no longer necessary to grind away at tier 1 to scrape up enough crowns to afford decent gear to reach that 2* milestone, and it's not at all at the mercy of the players who already have lots of stuff.

I could keep spewing praise, but that's not really useful feedback, so here are some quick thoughts about things that were odd, confusing, or seemed to not quite work, bugs aside.

1) Seen it mentioned before, but it bears repeating. There is no indication until you accept a mission of how long it will be. A simple indicator on the mission page of how many levels a mission will be would be excellent.
2) As 1, but referring to difficulty. The coloured dot by the map is great once you are in levels, but playing through missions without visiting the arcade, even as an experienced player, I've been finding it confusing and difficult to quickly distinguish what depths I'll be playing. If I didn't already know all about what each depth means and where it is relative to how hard it is, the label above the map would be useless to me (and to a new player who hasn't bothered with the arcade yet.)

Having something in the mission entries before starting indicating that a mission was depth _ - depth _ would solve these both.

3) Particularly with the Prestige Missions, it's somewhat confusing and unclear what the missions that are locked when you scroll to the right in the mission menu are; whether they are unlocked by beating the current ones, leveling up, or by waiting... They just appear to be there.

4) Some indication when you return from missions telling you that new things are available in the Supply Depot would be great. Even a button instead of "Featured" that said "New" would probably draw the eye well enough that players would notice that they have new gear available.

5) The "tour around haven" missions are a spectacular way to acclimate new players to the places and features around haven. Similarly, being able to select the missions in the rescue camp instead of having to walk to the elevators makes these much less confusing to navigate.
On the other hand, the way that starting the missions seem to warp you to the point that you start the mission at somewhat detracts from the sense that you're doing things in an interactive place.
Perhaps if starting those types of missions gave you a message to go to that location to start, a ping on the map or some sort of indicator to tell you where to go to do the mission would make it more immersive. This is especially true of the Rescue Camp, where upon arrival you can just hit "start" instead of finding the lift and talking to people.
In a similar way, all of the missions that have you turn in materials, weapons, or items simply happening where you stand, makes them more of "free prestige" instead of the sense that you have done anything. If it indicated to talk to a certain NPC, it may be cliche, but at least you'd be doing something for the mission...

6) The Hall of Heroes... I've seen at least a few posts talking about concerns about making recipes easy to get and the tone and style of the Hall of Heroes, and how to get there.
This area seems a good idea to make the more "standard" gear easier to get (and not requiring multiple runs just to find what you need) however it's a strangely presented location and odd to get to by selecting it as a mission.
It would be vastly improved if were a location you could simply walk to once you have clearance. Perhaps it could be put in a doorway behind Brinks in the Bazaar, under Beschamel?
Once inside it, the idea that the "heroes" are simply standing around beside terminals for you to talk to them is bizarre and a bit silly. I saw one suggestion to make them statues that you could inspect. Perhaps Spiral HQ could make use of those holographic recon modules that are all over the place and use them as a teaching tool that you can activate to show a hologram of a "hero" that can be spoken to and interacted with like the knights present in the Hall now...

7) For the most part, the missions are great fun (and memorable too.) A few cases, especially after playing through the more tutorial-like ones before the Snarbolax, the missions seem to be less missions, and more normal levels with special names.
The couple of rescue missions that you get early on where you find a geo knight team, and then have a unique room where you fight a bunch of enemies work really well to give you a sense of having done something (even though just past the gate are NPC knights with FAR better gear than you have by then. :P)
Later on though, especially with Oilers in the Boilers and Frostifur Fandango, it's hard to get a sense that you have completed your objective. I beat Oilers in the Boilers without killing more than a few actual Oilers, and was tempted to backtrack to see if I missed the actual objective somewhere back behind that I was supposed to discover or destroy. Even adding a room with some more oilers (or in the case of Frostifur, some more frost wolvers even...) would make it seem more like there is an objective that you have completed.

That's all for now! Hopefully this is useful feedback. :)
I'm looking forward to playing around and testing some more of the new stuff.

Wed, 02/15/2012 - 00:08
#1
Dukeplatypus's picture
Dukeplatypus
I'm just going to toss in my

I'm just going to toss in my 2 cents here about the issues you bring up.

1) There is a simple method to check that's been in the main game for a while under the drop-down menu that looks like a gear there is an option called Gate Map.
2) The colored dot is rather useless and quite an unreliable source. As long as you know what you're doing, the only you should watch out for is red or purple.
3) The Prestige missions are cycled in daily, with the grayed-out missions being the next day's objective.
4) Indicating "new" items since the featured items are the most recent additions and you can tell there are new items available when you feel the list is somewhat different from last mission's. You always see the featured items anyway since they're the first page of the mission window.
5) There really are only 2 meaningful destinations in the Rescue Camp anyway, and you'd be hard-pressed to strike up a meaningful conversation given its population of alts and people who have yet to discover the enter key.
6) I agree that the hero thing is farfetched. I feel like the vendors should just be 5★ soldiers who are gradually authorized to sell you higher level wares as you progress.
7) You feel like some of the levels are just normal levels with 1 special distinct room because that is literally all they are and those rooms are usually just unique scenario room used for only that one time in that one variation of that level.

I hope I cleared some things up. Feel free to ask me any further questions you may have and I'll try to answer or explain as many as I have the power to do so.

Wed, 02/15/2012 - 00:55
#2
Toastnaut's picture
Toastnaut
Sorry duke, none of that was

Sorry duke, none of that was really helpful, I'm almost tempted to go as far as to ask if you're trying to troll my thread.

I didn't post those things to get help, I'm tying to give feedback to the dev team and people working on the game (especially) for sake of the players playing the game for the first time once these missions go live. I wasn't posting my impressions of the test content to get suggestions on how to play the game.

1/2) The gate map isn't available before you go into a mission. I'm talking about indicating what a mission will entail before you press start, from haven. There is definitely no gate map there.

3) I HAVE figured out from experience already that the grayed-out missions are cycled in daily, however this is never actually explained in the menu. THAT was what my feedback was getting at. As I said above, that they just appear to be there, that's referring to my first impression once the prestige missions were unlocked. A day later, I saw that the ones that were gray had cycled in, and that's fine. I tend to assume that the dev team would prefer to reduce potentially confusing information wherever possible. If this is something that was missed or overlooked, I'm posting it so that it's been said, not to have it explained to me...

4) My point about featured items was that aside from noticing that there are new items, there ISN'T any indicator that they're there. If you're not looking, they're easy to miss. They could and probably SHOULD be a bigger part of the menu since they are so easy to miss.

5) I'm not talking about destinations in the rescue camp, if you read my post above, you'd see that I'm talking about the tone of the game. Without the mission system, the rescue camp can be a bit confusing for new players because it doesn't clearly tell you just where you have to go to progress. Now it easily enough whisks you away to the first mission in the abandonded depot.
I guess another way to put my point, it's that there's no reason to HAVE a rescue camp if players can just use the mission menu to go straight to the depot without exploring the camp. Even if the mission button only made an appearance after you had sufficiently explored and spoken to the NPC's there (they are there to teach you to talk to NPC's after all...) and once you find the depot elevator that would probably solve the concern of skipping the whole section simply enough. It's not really a question of how much there is to do there - it's the first place you go where there are other players, and it'll set the tone of the game for most every player who downloads the game.

7) I actually liked the missions which were just normal levels with a unique scenario room tagged on. What I was talking about there, was ones that didn't even seem to have that. The specific missions that I mentioned, didn't have scenario rooms (unique ones or generic ones) at all (that I noticed while playing them.) After playing a few that simply (and satisfyingly) were just normal levels with a special tile, these missions were a letdown because they were just normal levels that I was getting prestige for playing.

I don't mean any offense, but are you part of the dev team working on this, trying to answer questions, or another player who's taken it on themself to educate someone on the forum that seems confused?
If it's the latter, I shouldn't need to tell you that I wasn't posting my thoughts about what could be improved or streamlined from what I've seen so far in the test content because I was stuck and confused and needed help. I posted it in the feedback section so that the dev team can read my thoughts as a tester should they want to take them into consideration for future tweaks and development of the content before it's released.
(If it's the former, sorry for seeming so confused that you thought that I needed help and explanation.)

Wed, 02/15/2012 - 07:09
#3
Sirenblue's picture
Sirenblue
WHOA!

Allrighties, let's do this.

1) +1
2) +1
3) If they're teasers, they could wildcard everything or just the description and reward. If it just need a particular mission to be complete to start, then the grey with lock can be used. IMO.

4) I totally ignored the featured items bar. It's messy, and the later options are hidden because the list is actually too long later down the ranks, so not exactly featured at all. Also, I was meaning to buy a Shadowtech Alchemizer, but I bought a MK II instead because i wasn't reading the featured list right.
+1 on NEW! tag. And maybe a mail notification for telling the player what's new at the supply depot.

4.1) I know this is probably going to be done later, but I'll just say it: Arrange the items by stars! (or make them sortable). Also, have two columns for items to maximise use of screen space. I don't really like scrolling through a thin and long list in a wide and short UI bar. Arrange them like:
1 2
3 4
5 6
7 8
etc

5) Flying camera tour? I mean, you have the cool angle at the mission lobby already.
5.1) Very Close Up view of haven shops?

6) I don't think that's an issue... Boss Token equip recipes cannot be acquired there, and so are some weapons like the frost side of brandish.
But yeah, basil's going to have to find something new to sell in the clockworks.

7) +0.5. I have the sentiment that some levels are just instantly redoable clockwork levels with different names, but I can't think of how to improve this.
7.1) Other than more mission-only scenario rooms?

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